\section{Conclusion}
\label{sec:conclusion}

Even though Ludo may seem like a very simple game, implementing it in a totally decentralized P2P environment gives rise to many challenges. 

Our approach with handing out the responsibility of a game to OPs appears to handle the job of managing the game state very well. And having disinterested peers such as OPs may prove to be very useful for handling protocol cheating and keeping game state such as player rating over a longer period of time. 

Handing out the responsibility of a game only works in our system, if
a potential adversary cannot inject OPs or spoof messages. In order to
avoide this, we have looked at the need to define some kind of
identity for the peers. We have discussed two approaches for this,
namely using IP addresses, and using some kind of PKI. In this regard,
even though IP based identity may be easier to implement, PKI seems
like a more robust method. Moreover, PKI would also be useful if we
were to store some persistent state for each peer, such as a player
rating. 

